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发表于 2015-7-28 22:59:58 | 显示全部楼层 |阅读模式

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本帖最后由 包子侯爵 于 2015-7-29 11:20 编辑

Title:Exclusive : Both Nvidia And AMD Sides of The GameWorks Story – Addressing Misconceptions And Getting To The Bottom Of The Issue Part 1
From:http://wccftech.com/exclusive-nv ... works-bottom-issue/

原文已摘录,全文机翻……意思还大致看得懂

For this story we engaged with Nvidia and AMD to hear both sides of the GameWorks debate and get to the bottom of the issue. And I’m quite pleased to say that both parties were very receptive. There’s been a lot of confusion, a lot of hearsay, misconceptions and mischaracterizations around several aspects of this vital issue that we mean to address head-on today. And with the help of both Nvidia and AMD we’re hoping that we will come out with a clear understanding of both perspectives at either end of the discussion table and perhaps even find common ground from which potential solutions can spawn.

对于这个故事,我们与从事Nvidia和AMD听到GameWorks辩论双方,并获得问题的底部。而且我很高兴地说,双方都非常容易接受。目前已经有很多困惑,很多传闻,误解和mischaracterizations围绕这一点,我们的意思是解决当今迎头重大问题的几个方面。并与Nvidia和AMD的帮助,我们希望,我们将拿出两个角度有清醒的认识,在讨论桌子的两端,甚至从中找到可能的解决方案可以酿出共同点。

nvidia-geforce-gtx-960-nvidia-gameworks.png


We should start by explaining what GameWorks is and the motivations that had sparked its creation.

我们应该解释什么是GameWorks并引发了其创作的动机开始。

What GameWorks Is And Why It Exists

GameWorks is a developer program set-up by Nvidia to provide game developers with a collection of graphics libraries and tools aimed at improving the visual quality of games. It includes technologies such as PhysX – Nvidia’s proprietary physics engine – as well as VisualFX which encompasses a number of Nvidia optimized rendering techniques and in-game visual effects. These include things like shadows, anti-aliasing, depth of field, global illumination, hair simulation, ambient occlusion, lighting and other effects.

GameWorks是一个开发人员计划建立由NVIDIA提供的游戏开发者的图形库和工具,旨在提高游戏的视觉质量的集合。它包括技术如PhysX物理-英伟达独有的物理引擎-以及它的Visualfx包含了许多Nvidia的优化渲染技术,并在游戏中的视觉效果。这些措施包括像阴影,抗锯齿,场,全局光照,毛发模拟,环境闭塞,照明等效果的深度。Below you will find the VisualFX solutions as listed on Nvidia’s website.
下面你会发现的Visualfx解决方案上所列Nvidia公司的网站。

VisualFX provides solutions for rendering and effects including:(Visualfx提供用于渲染效果,也包括解决方案:)
  • HBAO+ Enhanced Horizon Based Ambient Occlusion HBAO +增强型基于地平线环境闭塞
  • TXAA Temporal Anti-aliasing TXAA时间反失真
  • Soft Shadows Improves on PCSS to reach new levels of quality and performance, with the ability to render cascaded shadow maps 软阴影改进了光导开关,达到质量和性能的新水平,以使级联阴影贴图的能力
  • Depth of Field Combination of diffusion based DOF and a fixed cost constant size bokeh effect 景深的扩散自由度基于组合和固定成本不变大小的背景虚化效果
  • FaceWorks Library for implementing high-quality skin and eye shading FaceWorks图书馆实现高品质的皮肤和眼睛的阴影
  • WaveWorks Cinematic-quality ocean simulation for interactive applications WaveWorks电影品质的海洋模拟互动应用
  • HairWorks Enabling simulation and rendering of fur, hair and anything with fibers HairWorks启用模拟和毛发,头发渲染和任何与纤维
  • GI Works Adding Global Illumination greatly improves the realism of the rendered image GI作品添加全局照明大大提高渲染图像的真实感
  • Turbulence High definition smoke and fog with physical interaction as well as supernatural effects湍流高清烟和雾与物理相互作用以及超自然的影响


Nvidia told us about several motivations which formed the primary driving force behind the development of the GameWorks program. For starters the program would allow the company to both widen its scope of reach and speed up the adoption rate of its technologies. The company had grown frustrated from how slowly things moved and it had to accelerate the turnover of its investment in this field. Faster and wider adoption means that more games can leverage more of Nvidia’s tech. This in turn translates to the creation of more games where the company can positively influence both the performance and the visuals to offer users of its latest GeForce products a better experience. But perhaps more importantly it gives the company a competitive advantage by which it can justify its investment.

Nvidia的告诉我们这背后形成的GameWorks项目发展的主要驱动力的几个动机。首先该方案将允许该公司扩大双方来到其范围,加快其技术的采用率。该公司已经成长受挫,从慢怎么感动的事情,它不得不加快其在这一领域投资的营业额。更快,更广泛地采用意味着更多的游戏可以利用更多的Nvidia的高科技。这又转化为创造更多的游戏所在的公司能够积极影响的性能和视觉效果,以提供其最新的GeForce产品带来更好的体验用户。但或许更重要的是它给公司带来竞争优势,它可以证明其投资。

We’re told that the rate of adoption was lacking because games had grown more complex and so had the visual effects and rendering techniques in these games. By offering developers the convenience of an easy to integrate dynamically linked library – essentially a middleware solution – that’s already optimized for Nvidia’s hardware, it can cut back tremendously on the development time and allow game developers to dedicate their resources to focus on other areas in their games.

我们被告知采纳率少了点,因为游戏已经变得更加复杂,所以不得不视觉效果和渲染技术,在这些游戏。通过提供开发的易于集成的动态链接库中的便利性 - 基本上是一个中间件解决方案 - 这已经为Nvidia的硬件进行了优化,它可以回大大削减开发时间,让游戏开发者奉献自己的资源集中在其他领域的游戏。

The fact that Nvidia maintains tight quality control measures over its GameWorks libraries means that it can guarantee the level of quality and performance of each feature once it’s in the game. It also means that the company can more quickly and readily update and iterate on each library to introduce better visuals and superior performance characteristics on a regular basis. This in turn gives Nvidia a more authoritative say in how the feature runs and looks in the game, after all it is its intellectual property.

是Nvidia在其GameWorks库保持严格的质量控制措施的事实意味着它可以保证每个功能的质量和性能水平,一旦它在游戏中。这也意味着该公司能够更快,更容易地更新和迭代,每个图书馆推出更好的视觉效果和优越的性能特点定期。这反过来又使Nvidia的更权威的如何运行功能的发言权,并期待在游戏中,毕竟这是自己的知识产权。

This approach of providing game developers with ready-made effects in the form of DLLs as a middleware solution differs from the traditional approach that Nvidia has taken before GameWorks’ inception. And also differs from the approach that its competitors, namely Intel and AMD, continue to follow. The traditional approach involves supplying game developers with the source code of the feature so it can be implemented directly into the game rather than through a middle layer. The developers would have complete freedom over how the feature is implemented, they can look at the source code and make changes to it as they see fit. In this case the game developer would maintain the ultimate say in how their game looks, runs and more importantly how it’s optimized.

提供游戏开发者在DLL中作为中间件解决方案的形式现成的影响这种方法不同于传统的方法,Nvidia已经采取了前GameWorks“开始。也不同于其竞争对手,即英特尔和AMD,继续采取的办法。传统的方法涉及与特征的源码供给游戏开发商,因此它可以被直接实现为游戏而不是通过一个中间层。开发商将有完全的自由在功能是如何实现的,他们可以看看源代码,并进行更改,因为他们认为合适的。在这种情况下,游戏开发商会保持其如何游戏看起来,运行,更重要的是它是如何优化最终的发言权。

With the GameWorks program developers can gain access to source code through a licensing deal with Nvidia. However this means that developers are not allowed to share this code with anyone else without a license, this obviously includes Nvidia’s competitors like AMD and Intel.

随着GameWorks程序开发人员可以通过获得一个许可协议,Nvidia的访问源代码。然而,这意味着开发商不准无证分享这个代码与其他任何人,这显然包括Nvidia的竞争对手像AMD和英特尔。

However we’re told that game developers are still allowed to optimize GameWorks features for competitors’ hardware without showing it to them and as long as it does not negatively impact the performance of Nvidia hardware.

不过,我们被告知游戏开发商仍在允许优化GameWorks特性竞争对手的硬件不显示它给他们,并只要它不会负面的Nvidia的硬件的性能的影响。

This is inherently different from the industry standard approach discussed earlier, where the developer not the hardware vendor – in this case NVIDIA – gets to decide who can and cannot see the code and what they can do to it. It brings us back to the earlier point about how GameWorks enables Nvidia to have a more authoritative say in the game’s performance.

这是从前面讨论的行业标准做法是,如果开发商没有硬件供应商本质上的不同 - 在这种情况下NVIDIA - 得到决定谁可以和不能看到的代码,他们可以做什么吧。它使我们回到前面的点约GameWorks如何使Nvidia公司已经在游戏中的表现更权威的发言权。

I also have to point out an important distinction here between a regular GameWorks-developer partnership and a source license. By default Nvidia provides GameWorks features in binary only builds without source code. The license to gain access to source code is not automatically given to Nvidia GameWorks partners and certainly not for free. If the developer wants access to the source code they have to specifically request a source license and are required to pay a fee. Unfortunately, Nvidia has not shared with us or any other publication what this fee is.

我也有在这里指出一个重要的区别正规GameWorks开发者的合作伙伴关系和源牌之间。默认情况下,Nvidia公司提供GameWorks功能二进制只有构建没有源代码。该许可证获得的源代码不会自动给Nvidia的GameWorks的合作伙伴,当然不是免费的。如果开发者想要获取源代码,他们有特别要求的来源和许可证都需要支付一定的费用。不幸的是,Nvidia公司还没有与我们或者任何其他出版这是什么费用是共享的。

And this is where things get quite complicated and a few points of contention arise; both from AMD’s perspective and some game developers’ perspective. The first of which is that this puts some limits on the developers’ control over their game. Because it’s not their own code, rather it is Nvidia’s code that they’ve merely licensed. So they have to follow the guidelines set forth by the licensor. And this creates a different dynamic where some decisions – that would traditionally be made by the developer – would now be delegated to Nvidia instead.

这就是事情变得非常复杂,出现争几个点; 无论是从AMD的​​角度和一些游戏开发商的角度来看。其中第一个是,这使一些限制对开发商的控制自己的游戏。因为这不是他们自己的代码,相反,它是Nvidia的代码,他们只是授权。因此,他们必须按照规定的许可的指导方针。这将创建一个不同的动态,其中一些决定 - 这将传统上由开发商进行 - 现在将被委托给Nvidia的代替。

“It’s not CD Projekt Red’s decision to allow the Nvidia tech to work on AMD GPUs – that is Nvidia’s decision and most commonly-used features from us are platform-agnostic. It’s the same for CPU-based PhysX and Clothworks as well.” Eurogamer.com
“这不是CD Projekt的红决定允许Nvidia的技术工作,在AMD的GPU -这是Nvidia的决定,最常用的功能,我们是平台无关的。这是相同的基于CPU的PhysX和Clothworks为好。“ Eurogamer.com

Clearly the implications of this beg a serious discussion and there were many questions that we wanted to ask both NVIDIA and AMD, so we talked to both. Let’s start with NVIDIA first. I’ve personally spent over an hour on the phone with NVIDIA’s head of PR for GameWorks, Brian Burke. He eagerly wanted to get on the phone to kick off this discussion and an hour long international call is nothing to sniff at. I’ve made sure to make mention of this because it just goes to show how important this debate truly is and how much it means to NVIDIA, so hats off to Brian for reaching out to us!

显然,这意味着什么乞讨了认真的讨论,并有我们想问NVIDIA和AMD的许多问题,因此我们采访了两个。让我们先从第一NVIDIA。我个人花了一个多小时的电话与NVIDIA的公关负责人对GameWorks,布赖恩·伯克。他急切地想拿到手机上揭开序幕的讨论和一个小时的国际电话是没什么嗤之以鼻。我做了肯定会让提到这一点,因为它只是表明多么重要的辩论确实是多少意味着NVIDIA,所以帽子对布莱恩的伸手给我们!

We discussed NVIDIA’s GameWorks developer program at length as well as some specifics with regards to its implementation in some games like The Witcher 3. But because the discussion had gone on for such a long time I followed up with Brian to distill it down to one digestible interview.

我们详细讨论了NVIDIA的GameWorks开发者计划,以及一些细节,在一些游戏,如巫师3,但由于讨论已经持续了这么长的时间,我跟进布赖恩提炼下来,以一种可消化关于其执行采访。

Interview with NVIDIA’s Brian Burke

专访NVIDIA的布莱恩·伯克

What’s the difference between Nvidia’s The Way It’s Meant To Be Played sponsorship program and the GameWorks developer program ?

TWIMTBP is our promise of a great gaming experience. GameWorks helps us achieve that promise. GameWorks encompasses all of the game-related technologies we’ve invented over the years, the graphics technologies and the tools to implement them that help game developers build better games. It is backed by over 300 visual effects engineers who develop libraries, developer tools, and samples, and who work closely with developers to help enhance their games.
什么是与Nvidia的方式,它的意思是玩过赞助计划和GameWorks开发者计划的区别?

TWIMTBP是我们的一个伟大的游戏体验的承诺。GameWorks帮助我们实现这一承诺。GameWorks包括所有我们已经发明了多年来的游戏相关技术,图形技术和工具来实现他们,帮助游戏开发商建立更好的游戏。它是由300多名视觉效果工程师谁开发库,开发工具,以及样品的支持,谁与开发商密切合作,以帮助提高他们的游戏。

In other words TWIMTBP is a marketing program through which game developers can partner with Nvidia to co-market their game. While GameWorks is a developer program through which NVIDIA can work with game developers to integrate its GameWorks IP – library of optimized visual effects – into the developers’ IP in this case video games.

换句话说TWIMTBP是一个营销方案,使游戏开发者可以与Nvidia的合作伙伴,共同市场的游戏。虽然GameWorks是一个开发计划,通过它可以NVIDIA与游戏开发商合作,以整合其GameWorks IP - 优化视觉效果库 - 成开发商“在这种情况下,视频游戏的IP。

Nvidia has managed to work with developers for years to implement technologies invented by Nvidia, for example HBAO and TXAA in Crysis 3, why does Nvidia see a need for the GameWorks program now ?
We created GameWorks to advance gaming at a faster pace. To make games better, faster.  Everyone at NVIDIA believes that great gaming hardware needs great gaming content. So we invest an enormous amount of our resources in making games better.
We used to just give out code samples for effects, and we still do.   But as effects became increasingly more complex, just giving away code samples was not effective. It took too long to get the effects in to games and created work for developers.  So we turned our library of special effects into a middleware solution. Productizing them into middleware is a more production-oriented approach to game effects.  It makes integration easier and allows effects to be adopted by more developers more quickly, accelerating the pace of innovation in games.
Nvidia公司已经成功地与开发商在孤岛危机3,为什么Nvidia公司认为有必要对于现在的GameWorks程序共事多年实现由NVIDIA发明的技术,例如HBAO和TXAA?我们创造GameWorks推进游戏以更快的步伐。为了让游戏更好,更快。每个人都在NVIDIA认为,伟大的游戏硬件需要出色的游戏内容。因此,我们投资制作更好的游戏我们的资源的巨大数额。

我们以前只是给出了代码示例效果,我们还在做。但随着影响变得越来越复杂,只是放弃了代码示例是无效的。它的时间太长获得在游戏的影响,并创造了开发人员的工作。因此,我们把我们的特效库到中间件解决方案。其产品化到中间件是更多的生产导向的游戏效果。它使整合更容易,允许通过更多的开发人员更快速地采取效应,加速在游戏中创新的步伐。

This is what we had mentioned earlier with regards to games’ visual effects growing more complex and NVIDIA’s motiviation to speed up the rate of adoption of its IP.

这就是我们此前与问候游戏“的视觉效果变得越来越复杂和NVIDIA的motiviation加快通过其知识产权的提及率。

Are game developers precluded from optimizing source code provided by Nvidia through the GameWorks program for non Nvidia hardware ?
No.  Our agreements with developers don’t prevent them from working with any other IHVs to optimize their game or any GameWorks features. GameWorks is a middleware, and like any other middleware we offer developers a source licensing. We provide source code, under license, to developers who request it.  Licensees just can’t redistribute our source code to anyone who does not have a license.
If a developer requests source code for an Nvidia GameWorks feature, under license, and is then provided with source code, is that developer then free to edit that code as they see fit to optimize it for IHVs other than Nvidia ? assuming they don’t redistribute it.
Yes. As long as it does not lower performance on NVIDIA GPUs
是游戏开发商,从优化通过GameWorks计划非Nvidia的硬件提供Nvidia的源代码排除?号 我们与开发商的协议并不妨碍他们与任何其他独立硬件厂商合作,以优化其游戏或任何GameWorks功能。GameWorks是一个中间件,就像任何其他的中间件,我们为开发人员提供一个源牌。我们提供的源代码,许可,以谁请求它的开发人员。被许可方就不能我们的源代码重新分配给任何人谁没有许可证。

如果开发人员请求的源代码Nvidia的GameWorks功能,许可,并随后被提供源代码,是开发者就可以自由编辑的代码,因为他们认为合适的优化它的独立硬件厂商除了英伟达?假设他们不重新分配。是的。只要它在NVIDIA GPU不低性能

This is an important point to touch on. NVIDIA does not enforce any limitation, contractual or otherwise, on game developers’ ability to work with AMD to optimize their games. However because game developers’ are dealing with NVIDIA’s intellectual property it does exercise control over all GameWorks features and will always have the final say with regards to what can and cannot be done with any of the code it owns.

这是触及重要的一点。NVIDIA并没有强制任何限制,合同或其他方式,对游戏开发者与AMD合作,优化他们的游戏能力。但是,由于游戏开发者正在处理NVIDIA的知识产权它在所有GameWorks功能进行控制,并会一直有关于什么可以和什么不能与任何拥有它的代码做说了算。

Can you talk about some of the new GameWorks effects that Nvidia has in the pipeline and will be bringing out ?

We can’t discuss unannounced stuff.

Does partaking in the GameWorks program preclude a game developer from working with AMD to implement an alternative to a specific GameWorks visual effect like HairWorks for example?

No. We don’t prohibit them from adding technologies from other IHVs to their games.

Are game developers, who partner with Nvidia to co-market their game, contractually obligated to use GameWorks code in their game ?

We want to market with games that offer the best gaming experience. Typically that means games with our tech inside. It’s not required.
你能谈谈一些新GameWorks效果,NVIDIA已经在管道,将被带出?我们不讨论未经宣布的东西。
单打独斗是否在GameWorks程序排除游戏开发商从与AMD的合作,实现替代像HairWorks例如特定GameWorks视觉效果?号 我们不从添加来自其他独立硬件厂商的技术来他们的比赛禁止他们。
是游戏开发者,合作伙伴谁与NVIDIA合作,销售他们的游戏中,约定的义务使用GameWorks代码在他们的游戏?我们希望向市场推出的游戏,提供最佳的游戏体验。通常情况下,这意味着游戏与我们的技术里面。它不是必需的。

Again we wanted to make sure there was no ambiguity with regards to any sort of limitation that a GameWorks partnership would entail. The GameWorks program itself does not inherently preclude game developers from working with AMD to implement AMD specific technologies.

同样,我们希望确保有与问候的任何限制,一个GameWorks伙伴关系将产生没有歧义。该GameWorks程序本身并不妨碍固有的游戏开发商与AMD的合作,AMD实现特定技术。

A GameWorks partnership isn’t equivalent to an exclusive The Way Its Meant To Be Played co-marketing partnership for example. Where it is naturally expected that Nvidia technologies would exclusively be incorporated into the game. Or on the other end of the scale an exclusive AMD Gaming Evolved partnership, where tech from AMD would exclusively be incorporated into the game. GameWorks itself is an enablement tool,  it could be used in a game that’s subject to an exclusive Nvidia co-marketing deal or equally end up in a game that is not.

一个GameWorks伙伴关系不等同于独家的方式及其人见人联合营销合作伙伴关系为例。它自然预期的Nvidia技术将只并入游戏。或在标尺上的专用的AMD游戏演进伙伴,其中,高科技来自AMD将只并入游戏的另一端。GameWorks本身就是一种增强工具,它可以在游戏中是受独家Nvidia的合作营销协议或同样结束了在游戏中不被使用。

What other methods besides editing source code can an IHV like yourself or your competitor use to optimize the performance of a specific in-game visual effect ?

It is not impossible to optimize without source code. We don’t get source code for every game. But we still do a great job ensuring games run great on our platform as long as we have reasonable access to builds.  Many developers don’t provide source code for their games to third parties, so we optimize games based on binary builds. We invest tens of millions of dollars annually in creating these technologies and it’s our intellectual property. We won’t share our IP with our competitors and I think that’s reasonable.
还有什么其他方法,除了编辑源代码可以像你自己或你的竞争对手使用IHV优化特定的游戏视觉效果的表现?
这不是不可能的,没有源代码的优化。我们没有得到源代码的每一场比赛。但是,我们还是做了伟大的工作,确保游戏运行伟大的我们的平台上,只要我们合理使用的基础之上。许多开发人员没有为他们的游戏向第三方提供源代码,所以我们优化游戏基于二进制版本。我们投资数千万美元,每年创造这些技术,它是我们的知识产权。我们不会将我们的IP与我们的竞争对手,我认为这是合理的。

There are a couple of vitally important points that invite discussion here. The first is that Nvidia fully recognizes the importance of source code access and optimizing through source code. This is why the company, as discussed earlier, provides developers with the option of acquiring a source license to see and adjust source code. This is because Nvidia understands that there’s a lot that can be achieved through working directly with the source code itself. And undoubtedly improving and refining source code is often what yields the best results and leads to the most impactful performance improvements. Which is why it remains as one of the most desirable methods for optimizing performance in games and in fact it can sometimes be the only solution to the problem.

有一对夫妇的是,这里讨论的邀请非常重要的点。首先是Nvidia公司充分认识到源代码访问的重要性,并通过源代码进行优化。这就是为什么公司,如前所述,为开发人员提供获取源代码授权看到和调整源代码的选项。这是因为Nvidia的理解,有很多,可以通过直接与源代码本身的工作来实现。无疑提高和完善的源代码是什么往往产生最好的结果,导致了最有影响力的性能改进。这就是为什么它仍然是最可取的方法用于优化游戏性能之一,事实上它有时是唯一解决问题的办法。

A great example of how important source code truly is would be the Tomb Raider reboot which launched last year. The game performed poorly on Nvidia hardware at launch, particularly so with TressFX Hair enabled which is AMD’s hair rendering and simulation technology similar to Nvidia’s more recent HairWorks feature.

如何重要的源代码,一个很好的例子确实是会古墓丽影重启其去年推出的。本场比赛表现不佳的NVIDIA的显卡在推出时,尤其如此具有TressFX头发启用这也是AMD的头发渲染和仿真技术类似于Nvidia的更近HairWorks功能。

The company laid the blame on not getting access to the final build of the game until very very close to launch. Which funnily enough is exactly the same issue AMD had with a number of GameWorks titles as well.  Nvidia even issued a statement at the time saying that the performance issues cannot be completely resolved through a driver update and game code changes on the developer’s end would have to be made.

该公司归咎于上没有获得进入游戏的最终版本,直到非常非常接近推出。这有趣的是完全一样的问题,AMD曾与一些GameWorks种之多。Nvidia公司甚至发表声明的时候说的性能问题不能完全通过开发商的端驱动程序更新和游戏代码的变化将决定必须作出。

Andrew Burnes
Please be advised that these issues cannot be completely resolved by an NVIDIA driver. The developer will need to make code changes on their end to fix the issues on GeForce GPUs as well. As a result, we recommend you do not play Tomb Raider until all of the above issues have been resolved.
安德鲁·伯恩斯
请注意,这些问题不能完全由NVIDIA驱动程序解决。开发人员将需要把他们的结束代码更改为固定在GeForce GPU的问题也是如此。因此,我们建议你不要玩古墓丽影,直到所有的上述问题已经得到解决。

Tomb raider was the first game to utilize AMD’s TressFX Hair – or any type of physical hair simulation technology – and Nvidia GPUs really struggled to run this DX11 Direct Compute based visual effect initially. This was not out of the ordinary as the compute heavy effect is expected to naturally run better on AMD GPUs which enjoy an inherit advantage in compute performance over equivalent Nvidia hardware, while Nvidia GPUs are inherently stronger in geometry. This is unsurprising as both AMD and Nvidia play to their respective hardware’s strengths with the graphics effects that they develop. We clearly see this with AMD’s compute based TressFX and with Nvidia’s tessellation based HairWorks.

古墓丽影是第一场比赛,利用AMD的TressFX头发 - 或任何类型的物理头发模拟技术 - 与NVIDIA GPU的真正努力开始运行这个DX11的直接计算基于视觉效果。这不是与众不同的计算,预计对自然的GPU AMD其中享有继承的优势超过相当于Nvidia的硬件计算性能更好的运行效果沉重的,而Nvidia的GPU在本质上几何更强。这并不奇怪,因为AMD和Nvidia的发挥各自的硬件的优势与图形效果,他们的发展。我们清楚地看到这与AMD的计算基于TressFX和Nvidia的基于细分HairWorks。

That said GeForce GPUs were brought to parity with their respective Radeon equivalents in TressFX performance despite their compute deficit, no matter which team your graphics card was from running TressFX would have an identical performance impact. And it was achieved through a game patch with the necessary code changes to TressFX. Which goes to show how integral code is to the optimization process and the hurdles that it enables hardware vendors to overcome.

尽管他们的计算赤字说GeForce GPU的被带到平价各自的Radeon等同于TressFX性能,无论哪支球队你的显卡是运行TressFX将有相同的性能影响。它是通过一个游戏补丁必要的代码更改为TressFX实现。这正好说明如何积分代码是优化过程,它使硬件厂商,以克服的障碍。

What also played a pivotal part in all of this is that AMD makes the source code for TressFX Hair – all of its developed visual effects – open and publicly available for anyone to download, see and use.

还什么这一切的起到举足轻重的一部分,AMD公司使得TressFX头发的源代码-它所有的开发视觉效果- 开放和公开的任何人都可以下载,查看和使用。

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发表于 2015-7-29 18:44:25 | 显示全部楼层
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